﻿using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;

namespace MoreMountains.Tools
{
	/// <summary>
	/// A class used to display a reoderable list of MMTilemapGeneratorLayers
	/// </summary>
	[System.Serializable]
	public class MMTilemapGeneratorLayerList : MMReorderableArray<MMTilemapGeneratorLayer>
	{
	}
    
	/// <summary>
	/// A class used to store and edit the data of MMTilemapGenerator layers, which you can use and combine
	/// to generate unique and random grids
	/// </summary>
	[Serializable]
	public class MMTilemapGeneratorLayer
	{
		/// the grid generated by this layer
		public int[,] Grid { get; set; }
        
		/// the various modes of fusion you can use on this layer.
		/// Fusion modes will be applied on layers from top to bottom (the last to speak wins)
		/// Normal : just generates a grid, default mode
		/// NormalNoClear : generates a grid, but doesn't clear it first
		/// Intersect : when painting on a target grid that already has content, will only keep the resulting intersection
		/// Combine : adds the result of this grid to the existing target
		/// Subtract : removes the result of this grid from the existing target 
		public enum FusionModes { Normal, NormalNoClear, Intersect, Combine, Subtract }
        
		/// the name of this layer, doesn't do anything, just used to organize things
		[Tooltip("the name of this layer, doesn't do anything, just used to organize things")]
		public string Name = "Layer";
		/// whether this layer should be taken into account when generating the final grid
		[Tooltip("whether this layer should be taken into account when generating the final grid")]
		public bool Active = true;
        
		[Header("Tilemaps")]
		/// the tilemap on which to paint tiles
		[Tooltip("the tilemap on which to paint tiles")]
		public Tilemap TargetTilemap;
		/// the tile to use to paint on the tilemap
		[Tooltip("the tile to use to paint on the tilemap")]
		public TileBase Tile;

		[Header("Grid")] 
		/// whether or not this layer should paint a grid of a different size than the global one
		[Tooltip("whether or not this layer should paint a grid of a different size than the global one")]
		public bool OverrideGridSize = false;
		/// the new value of the grid width
		[Tooltip("the new value of the grid width")]
		[MMCondition("OverrideGridSize", true)]
		public int GridWidth = 50;
		/// the new value of the grid height
		[Tooltip("the new value of the grid height")]
		[MMCondition("OverrideGridSize", true)]
		public int GridHeight = 50;
        
		[Header("Method")] 
		/// the algorithm to use to generate this layer's grid
		[Tooltip("the algorithm to use to generate this layer's grid :\n" +
		         "Full : will fill or empty the grid\n" +
		         "Perlin : uses perlin noise to randomly fill the grid\n" +
		         "Perling Ground : uses perlin noise to generate a ground surface\n" +
		         "Random Walk : starts at point A then moves randomly, carving a path\n" +
		         "Random Walk Avoider : same, but avoids obstacles\n" +
		         "Path : starts at Point A, and carves a path in the selected direction\n" +
		         "Copy : copies another tilemap to generate a grid")]
		public MMTilemapGenerator.GenerateMethods GenerateMethod = MMTilemapGenerator.GenerateMethods.Perlin;
		/// if this is true, global seed won't be used for this layer
		[Tooltip("if this is true, global seed won't be used for this layer")]
		public bool DoNotUseGlobalSeed = false;
		/// whether or not to randomize this layer's seed when pressing Generate
		[Tooltip("whether or not to randomize this layer's seed when pressing Generate")]
		[MMCondition("DoNotUseGlobalSeed", true)]
		public bool RandomizeSeed = true;
		/// the dedicated seed of this layer, when not using the global one
		[Tooltip("the dedicated seed of this layer, when not using the global one")]
		[MMCondition("DoNotUseGlobalSeed", true)]
		public int Seed = 1;
        
		[Header("PostProcessing")]
		/// whether or not to smoothen the resulting grid, gets rid of spikes/isolated points
		[Tooltip("whether or not to smoothen the resulting grid, gets rid of spikes/isolated points")]
		public bool Smooth = false;
		/// whether or not to invert the grid to get the opposite result (filled becomes empty, empty becomes filled)
		[Tooltip("whether or not to invert the grid to get the opposite result (filled becomes empty, empty becomes filled)")]
		public bool InvertGrid = false;
		/// The selected fusion mode
		[Tooltip("the various modes of fusion you can use on this layer.\n" +
		         "Fusion modes will be applied on layers from top to bottom (the last to speak wins)\n" +
		         "Normal : just generates a grid, default mode\n" +
		         "NormalNoClear : generates a grid, but doesn't clear it first\n" +
		         "Intersect : when painting on a target grid that already has content, will only keep the resulting intersection\n" +
		         "Combine : adds the result of this grid to the existing target\n" +
		         "Subtract : removes the result of this grid from the existing target")]
		public FusionModes FusionMode = FusionModes.Normal;
        
		[Header("Settings")]
        
		// full
		/// in full mode, whether the grid should be full or empty
		[Tooltip("in full mode, whether the grid should be full or empty")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.Full)]
		public bool FullGenerationFilled = true;
    
		// random
		/// in random mode, the percentage of the grid to fill
		[Tooltip("in random mode, the percentage of the grid to fill")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.Random)]
		public int RandomFillPercentage = 50;
    
		// random walk ground 
		/// in random walk ground mode,the minimum height difference between two steps
		[Tooltip("in random walk ground mode,the minimum height difference between two steps")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkGround)]
		public int RandomWalkGroundMinHeightDifference = 1;
		/// in random walk ground mode,the maximum height difference between two steps 
		[Tooltip("in random walk ground mode,the maximum height difference between two steps")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkGround)]
		public int RandomWalkGroundMaxHeightDifference = 3;
		/// in random walk ground mode, the minimum distance that should remain flat
		[Tooltip("in random walk ground mode, the minimum distance that should remain flat")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkGround)]
		public int RandomWalkGroundMinFlatDistance = 1;
		/// in random walk ground mode, the maximum distance that should remain flat
		[Tooltip("in random walk ground mode, the maximum distance that should remain flat")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkGround)]
		public int RandomWalkGroundMaxFlatDistance = 3;
		/// in random walk ground mode, the maximum height of the tallest platfrom, from the bottom of the grid
		[Tooltip("in random walk ground mode, the maximum height of the tallest platfrom, from the bottom of the grid")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkGround)]
		public int RandomWalkGroundMaxHeight = 3;
        
		// random walk
		/// in random walk mode, the percentage of the map the walker should try filling
		[Tooltip("in random walk mode, the percentage of the map the walker should try filling")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalk)]
		public int RandomWalkPercent = 50;
		/// in random walk mode,the point at which the walker starts, in grid coordinates
		[Tooltip("in random walk mode,the point at which the walker starts, in grid coordinates")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalk)]
		public Vector2Int RandomWalkStartingPoint = Vector2Int.zero;
		/// in random walk mode, the max amount of iterations to run the random on 
		[Tooltip("in random walk mode, the max amount of iterations to run the random on")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalk)]
		public int RandomWalkMaxIterations = 1500;
        
		// random walk avoider
		/// in random walk avoider mode, the percentage of the grid the walker should try filling
		[Tooltip("in random walk avoider mode, the percentage of the grid the walker should try filling")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkAvoider)]
		public int RandomWalkAvoiderPercent = 50;
		/// in random walk avoider mode, the point in grid units at which the walker starts 
		[Tooltip("in random walk avoider mode, the point in grid units at which the walker starts")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkAvoider)]
		public Vector2Int RandomWalkAvoiderStartingPoint = Vector2Int.zero;
		/// in random walk avoider mode, the tilemap containing the data the walker will try to avoid
		[Tooltip("in random walk avoider mode, the tilemap containing the data the walker will try to avoid")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkAvoider)]
		public Tilemap RandomWalkAvoiderObstaclesTilemap;
		/// in random walk avoider mode,the distance at which the walker should try to stay away from obstacles
		[Tooltip("in random walk avoider mode,the distance at which the walker should try to stay away from obstacles")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkAvoider)]
		public int RandomWalkAvoiderObstaclesDistance = 1;
		/// in random walk avoider mode,the max amount of iterations this algorithm will iterate on
		[Tooltip("in random walk avoider mode,the max amount of iterations this algorithm will iterate on")]
		[MMEnumCondition("GenerateMethod", (int)MMTilemapGenerator.GenerateMethods.RandomWalkAvoider)]
		public int RandomWalkAvoiderMaxIterations = 100;
        
		// path
		/// in path mode, the start position of the path
		[Tooltip("in path mode, the start position of the path")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public Vector2Int PathStartPosition = Vector2Int.zero;
		/// in path mode, the direction the path should follow
		[Tooltip("in path mode, the direction the path should follow")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public MMGridGeneratorPath.Directions PathDirection = MMGridGeneratorPath.Directions.BottomToTop;
		/// in path mode, the minimum width of the path
		[Tooltip("in path mode, the minimum width of the path")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public int PathMinWidth = 2;
		/// in path mode, the maximum width of the path
		[Tooltip("in path mode, the maximum width of the path")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public int PathMaxWidth = 4;
		/// in path mode, the maximum number of units the path can change direction
		[Tooltip("in path mode, the maximum number of units the path can change direction")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public int PathDirectionChangeDistance = 2;
		/// in path mode, the chance (in percent) for the path to change width at every step
		[Tooltip("in path mode, the chance (in percent) for the path to change width at every step")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public int PathWidthChangePercentage = 50;
		/// in path mode, the chance percentage that the path will take a new direction
		[Tooltip("in path mode, the chance percentage that the path will take a new direction")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Path)]
		public int PathDirectionChangePercentage = 50;
        
		// copy
		/// in copy mode, the tilemap to copy
		[Tooltip("in copy mode, the tilemap to copy")]
		[MMEnumCondition("GenerateMethod", (int) MMTilemapGenerator.GenerateMethods.Copy)]
		public Tilemap CopyTilemap;
    
		[Header("Bounds")] 
		/// whether or not to force a wall on the grid's top
		[Tooltip("whether or not to force a wall on the grid's top")]
		public bool BoundsTop = false; 
		/// whether or not to force a wall on the grid's bottom
		[Tooltip("whether or not to force a wall on the grid's bottom")]
		public bool BoundsBottom = false; 
		/// whether or not to force a wall on the grid's left
		[Tooltip("whether or not to force a wall on the grid's left")]
		public bool BoundsLeft = false; 
		/// whether or not to force a wall on the grid's right
		[Tooltip("whether or not to force a wall on the grid's right")]
		public bool BoundsRight = false;

		/// <summary>
		/// A struct used to store safe spots dimensions
		/// </summary>
		[Serializable]
		public struct MMTilemapGeneratorLayerSafeSpot
		{
			public Vector2Int Start;
			public Vector2Int End;
		}

		[Header("Safe Spots")] 
		/// a list of "safe spots" : defined by their start and end coordinates, these areas will be left empty
		[Tooltip("a list of 'safe spots' : defined by their start and end coordinates, these areas will be left empty")]
		public List<MMTilemapGeneratorLayerSafeSpot> SafeSpots;
        
		[HideInInspector]
		/// this is only used to initialize the default values in the inspector
		public bool Initialized = false;
        
		/// <summary>
		/// This method will set default values, because Unity.
		/// </summary>
		public virtual void SetDefaults()
		{
			if (!Initialized)
			{
				GridWidth = 50;
				GridHeight = 50;
				GenerateMethod = MMTilemapGenerator.GenerateMethods.Perlin;
				RandomizeSeed = true;
				DoNotUseGlobalSeed = false;
				FusionMode = FusionModes.Normal;
				Seed = 123456789;
				Smooth = false;
				InvertGrid = false;
				FullGenerationFilled = true;
				RandomFillPercentage = 50;
				RandomWalkGroundMinHeightDifference = 1;
				RandomWalkGroundMaxHeightDifference = 3;
				RandomWalkGroundMinFlatDistance = 1;
				RandomWalkGroundMaxFlatDistance = 3;
				RandomWalkGroundMaxHeight = 8;
				RandomWalkPercent = 50;
				RandomWalkStartingPoint = Vector2Int.zero;
				RandomWalkMaxIterations = 1500;
				PathMinWidth = 2;
				PathMaxWidth = 4;
				PathDirectionChangeDistance = 2;
				PathWidthChangePercentage = 50;
				PathDirectionChangePercentage = 50;
				RandomWalkAvoiderPercent = 50;
				RandomWalkAvoiderStartingPoint = Vector2Int.zero;
				RandomWalkAvoiderObstaclesTilemap = null;
				RandomWalkAvoiderObstaclesDistance = 1;
				RandomWalkAvoiderMaxIterations = 100;
				BoundsTop = false; 
				BoundsBottom = false; 
				BoundsLeft = false; 
				BoundsRight = false;
				PathStartPosition = Vector2Int.zero;
				PathDirection = MMGridGeneratorPath.Directions.BottomToTop;
				Initialized = true;
			}            
		}
	}
}